Exile007 Posted January 14, 2008 Share Posted January 14, 2008 Umm, can someone make a Script that makes an NPC neutral once it hits a certain number of VP. Like someone battling a jedi and once the jedi hits one VP the battle stops and dialog begins. I'd really appreciate it if one of you could do this. Link to comment Share on other sites More sharing options...
DarthJebus05 Posted January 14, 2008 Share Posted January 14, 2008 Click me! Link to comment Share on other sites More sharing options...
Exile007 Posted January 14, 2008 Author Share Posted January 14, 2008 Um, I followed that tutorial and got the scripts, but for some reason, the invinciblity is still turned on. I can't 'end' the fight. Link to comment Share on other sites More sharing options...
DarthJebus05 Posted January 15, 2008 Share Posted January 15, 2008 Download Kotor Saved Game Editior (KSE), open it, find your save game and check if the Min 1 HP thing is on Yes. If it is, put it on No and that should fix it. Link to comment Share on other sites More sharing options...
Exile007 Posted January 15, 2008 Author Share Posted January 15, 2008 I did, still doesn't fix the problem. Link to comment Share on other sites More sharing options...
DarthJebus05 Posted January 15, 2008 Share Posted January 15, 2008 What mods do you have in your Override? Link to comment Share on other sites More sharing options...
Exile007 Posted January 15, 2008 Author Share Posted January 15, 2008 Just force power mods, and some of the scripts that tk102 gave aren't compiling... Link to comment Share on other sites More sharing options...
DarthJebus05 Posted January 15, 2008 Share Posted January 15, 2008 Post the scripts you're using please. Link to comment Share on other sites More sharing options...
Exile007 Posted January 16, 2008 Author Share Posted January 16, 2008 First one: int StartingConditional() { int nResumeTalk = GetLocalBoolean(OBJECT_SELF,0); return nResumeTalk; } I can't find the one that turns the enemy hostile, but that one is working fine. So next, this one won't compile void main() { // GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_DAMAGED); GN_SetDayNightPresence( AMBIENT_PRESENCE_ALWAYS_PRESENT); GN_SetListeningPatterns(); GN_WalkWayPoints(); } And the last one, I think this one is to turn off the immortality. void main() { int nCurrentHP; int nUser = GetUserDefinedEventNumber(); if(nUser == 1006) // DAMAGED { nCurrentHP=GetCurrentHitPoints(); if (nCurrentHP<10) { CancelCombat (OBJECT_SELF); ClearAllActions(); ChangeToStandardFaction(OBJECT_SELF, 5); // SetLocalBoolean(OBJECT_SELF,0,TRUE); // SetMinOneHP(OBJECT_SELF,FALSE); object oPC=GetFirstPC(); ActionDoCommand(ActionStartConversation(oPC)); } } And yeah, the enemy won't change back to neutral, and it's invincible. } Link to comment Share on other sites More sharing options...
DarthJebus05 Posted January 16, 2008 Share Posted January 16, 2008 void main() { int nCurrentHP; int nUser = GetUserDefinedEventNumber(); if(nUser == 1006) // DAMAGED { nCurrentHP=GetCurrentHitPoints(); if (nCurrentHP<10) { CancelCombat (OBJECT_SELF); ClearAllActions(); ChangeToStandardFaction(OBJECT_SELF, 5); // SetLocalBoolean(OBJECT_SELF,0,TRUE); // SetMinOneHP(OBJECT_SELF,TRUE); object oPC=GetFirstPC(); ActionDoCommand(ActionStartConversation(oPC)); } Try that Link to comment Share on other sites More sharing options...
stoffe Posted January 16, 2008 Share Posted January 16, 2008 I can't find the one that turns the enemy hostile, but that one is working fine. So next, this one won't compile (snip) In order to compile that script you need the line... #include "k_inc_generic" ...at the top of the script. The script contains custom functions that will not be found unless you use the proper include file. That you haven't compiled the OnSpawn script is most likely the cause of your problem, since the second script (which stops the fight) will not do anything at all without the setting it toggles. #include "k_inc_generic" void main() { GN_SetSpawnInCondition( SW_FLAG_EVENT_ON_DAMAGED ); GN_SetDayNightPresence( AMBIENT_PRESENCE_ALWAYS_PRESENT ); GN_SetListeningPatterns(); GN_WalkWayPoints(); } Link to comment Share on other sites More sharing options...
Exile007 Posted January 17, 2008 Author Share Posted January 17, 2008 Awesome, it finally works! Thanks you guys, I really appreciate the help. Link to comment Share on other sites More sharing options...
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